Update MediaWiki page 'OB3'

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S 2012-11-25 18:43:36 +00:00 committed by moparisthebest
parent a3def9b32c
commit ea96fbe142

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@ -3,37 +3,86 @@ Work in progress.
This page refers to .ob3, a custom format for 3D models created by Jagex. It is used by the RuneScape Classic engine.
<pre>
[Unsigned Short] vertex_count
[Unsigned Short] face_count
<pre>package jagex.client;
for (int i = 0; i < vertex_count; i++)
[Signed Short] vert_x
for (int i = 0; i < vertex_count; i++)
[Signed Short] vert_z
for (int i = 0; i < vertex_count; i++)
[Signed Short] vert_y
import jagex.Data;
for (int i = 0; i < face_count; i++)
[Unsigned Byte] face_vert_count
for (int i = 0; i < face_count; i++)
[Signed Short] face_back
for (int i = 0; i < face_count; i++)
[Signed Short] face_front
for (int i = 0; i < face_count; i++)
[Unsigned Byte] Boolean. Gourad shading?
public class OB3Model {
for (int i = 0; i < face_count; i++) {
for (int j = 0; j < face_vert_count[i]; j++) {
if (vertex_count < 256)
[Unsigned Byte] Unknown
else
[Unsigned Short] Unknown
}
private static final int num_seq = 0xbc614e;
public int gouraud_shade[];
public int vert_count;
public int vert_x[];
public int vert_z[];
public int vert_y[];
public int face_count;
public int face_v_count[];
public int face[][];
public int face_back[];
public int face_front[];
public OB3Model(byte data[], int offset) {
int vert_count = Data.getUnsignedShort(data, offset);
offset += 2;
int face_count = Data.getUnsignedShort(data, offset);
offset += 2;
for (int v = 0; v < vert_count; v++) {
vert_x[v] = Data.getSignedShort(data, offset);
offset += 2;
}
for (int v = 0; v < vert_count; v++) {
vert_z[v] = Data.getSignedShort(data, offset);
offset += 2;
}
for (int v = 0; v < vert_count; v++) {
vert_y[v] = Data.getSignedShort(data, offset);
offset += 2;
}
this.vert_count = vert_count;
for (int f = 0; f < face_count; f++)
face_v_count[f] = (data[offset++] & 0xff);
for (int f = 0; f < face_count; f++) {
face_back[f] = Data.getSignedShort(data, offset);
offset += 2;
if (face_back[f] == 32767)
face_back[f] = num_seq;
}
for (int f = 0; f < face_count; f++) {
face_front[f] = Data.getSignedShort(data, offset);
offset += 2;
if (face_front[f] == 32767)
face_front[f] = num_seq;
}
for (int f = 0; f < face_count; f++) {
int i = data[offset++] & 0xff;
if (i == 0)
gouraud_shade[f] = 0;
else
gouraud_shade[f] = num_seq;
}
for (int f = 0; f < face_count; f++) {
face[f] = new int[face_v_count[f]];
for (int fv = 0; fv < face_v_count[f]; fv++) {
if (vert_count < 256) {
face[f][fv] = data[offset++] & 0xff;
} else {
face[f][fv] = Data.getUnsignedShort(data, offset);
offset += 2;
}
}
}
this.face_count = face_count;
}
}</pre>
== '''Face sides''' ==
A '''negative''' face_back or face_front value indicates a '''solid colour''', whereas a '''positive''' value indicates a '''texture'''.
== '''Shading''' ==
The hex value '''0xbc614e''' (or '''12345678''' in decimal) is believed to be used as a trigger for Gouraud shading.
A '''negative''' face_back or face_front value indicates a '''solid colour''', whereas a '''positive''' value indicates a '''texture'''.